Three Kings is a introductory adventure to the setting "Achtung! Cthulhu", which features a World War II scenario with subtle lovecraftian entities' influence.

In this adventure, the characters works for a section of the British Secret Intelligence known as "Section D" (that was formed in March 1938 to carry out paramilitary and covert political actions), and need to perform a covert mission - The Three Kings Operation - in the Nazi-occupied Czechoslovak.

The characters will be pre-made, since the intent is only to test the Savage Worlds RPG rules. But, if the last player to chose his character doesn't like it at all, or feel uncomfortably RPing the opposite gender, we can negotiate some background changes, but the character's "role" must remain the same.

Since this is my first time Game Mastering a play-by-post RPG, i'll only accept as players friends who are already familiarized with RPGs and will collaborate with the progress of this one-shot. And i'll also accept Artus as a player.

The Military Intelligence Division of the US Army is in a shaky state at the start of 1939, with minimal staff and relatively unsophisticated operations. Nathan Chance is a civilian working for the MID (also known as “G-2”) gathering intelligence on some of the weirder activities going on in the Third Reich—things such as expeditions by the Ahnenerbe, Nazi research into the occult, and alleged secret weapons projects. Officially he still works as a lecturer in archaeology and anthropology at the Miskatonic University in Arkham, but recently he’s been seconded to Section D of the British Secret Intelligence Service in London—also known as MI6—as a “hands-on” liaison between the British and US intelligence efforts. Typical of the confusing intelligence situation in 1939, Chance has been appointed “group leader” for the Three Kings operations group—something which some of the Brits think is “damned irregular” and “needs sorting out”—though it remains to be seen how well he can lead those under his command.Sanity: 6 Dementia: 0 Bennies 3

Appearance:

Chance is a clean, preppy type in his mid twenties, with a bookish air which sometimes gives way to a deep, penetrating, and even haunted stare. he’s a good listener—even when you don’t think he is—and a great reader of people. he becomes terribly earnest when talking about the dreadful things the nazis might be up to—frighteningly so.

Character sheet:

Hindrances:

Curious (Major)It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.

Obligations (minor)The investigator is connected to someone or something that demands a portion of his time. These obligations can include nearly anything, such as a tenured professor giving lectures and teaching classes or an athlete checking in on a sick relative from time to time. Failure to fulfill such obligations will eventually have serious repercussions.

Outsider (Minor)In a society made up of only a few types of people, your hero isn’t one of them. An Indian in a Western town, an alien in a sci-fi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples of outsiders. Locals are likely to raise prices on the Outsider, ignore pleas for help, and generally treat him as if he’s of a lower class than the rest of their society. In addition to the roleplaying effects above, your hero’s Charisma suffers a –2 modifier among all but his own people.

Edges:

ScholarLearned professors, devoted students, and amateur enthusiasts spend months of their lives studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise. Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used. Those who study military history have a natural edge when commanding troops in Mass Battles (see page 92)—a +2 to a Knowledge (Battle) roll can mean the difference between a rousing victory and a crushing defeat.

Well adjustedYour investigator is the down-to-earth sort, who keeps things in perspective and manages to contend with whatever life has to throw their way. Increase his Sanity by +1

Player: Mococa

Margareta Novakova-Sedley, “the Girl”

Margareta Novakova-Sedley is a 22 year old intelligence specialist from Section D’s research division. Moderately attractive but inclined to dress like a librarian, she’s half Czech (on her mother’s side), and fiercely patriotic. She requested a transfer to more active duties when the Nazis invaded Czechoslovakia, and is attempting to learn the skills she’ll need in the field as quickly as possible, despite considerable resistance from the more conservative members of the intelligence establishment. She has become an expert on the nascent Czech resistance, and knows some of them personally (she calls Frantisek Moravec “uncle”). All the British soldiers call her “Miss”.Sanity: 6 Dementia: 0 Bennies 3

Appearance:

Very petite and even frail-looking, with dark hair and pale skin. nevertheless she has amazing willpower and an endurance belied by her frame. only time will tell how she’ll bear up under real pressure, but she’s determined to give it a try!

Character Sheet:

Hindrances:

Heroic (Major)This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.

Small (Major)Your character is either very skinny, very short, or both relative to his particular race. Subtract 1 from his Toughness for his reduced stature.

Edges:

Connections - Czech ResistanceRequirements: NoviceWhether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside — someone who is willing to lend her a hand on occasion (usually once per game session). This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).

ResilientRequirements: Novice, Spirit d8+This hero recovers from madness quicker than most. They gain a +2 to all Spirit rolls to eliminate madness.

Player: Jehcky

Sgt. Jack “Killer” Killarney

“Killer” Killarney is a 32-year old British Army sergeant assigned to Special Operations with Section D, and one half of the soldierly contingent to the mission. Born in Londonderry, his enthusiasm for violence stems from his early life in the 1920s and the Irish civil war; his hand-to-hand combat skills are second to none. Since then he’s grown tired of the problems afflicting his much-loved homeland, and now uses his undoubted abilities in what he regards as a greater cause. He regards the leadership “structure” of the mission with some weariness; while he’ll follow Chance’s orders, he considers himself and Ferret Farnsworth the only “proper” soldiers in the operations group, and will be very frank with his opinions if he thinks Chance is going astray.Sanity: 5 Dementia: 0 Bennies 3

Appearance:

Jack is a big lad—over six feet tall and power-fully built—although he can move surprisingly quickly when he needs to. he has a shock of blond hair, and is usually clean-shaven. Some people have compared him to a leopard or a panther—he always seems about to pounce.

Character Sheet:

Hindrances:

Illiterate (Minor)Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him. Illiterates can’t read or write in any language, by the way, no matter how many they actually speak.

Habit (Minor) - (keeps “mistakenly” referring to his German targets as English)Your warrior has an annoying and constant habit of some sort. Maybe she picks her nose, says “y’know” in every sentence, or chews gum like it’s going out of style. A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a –1 Charisma.

Low Class (minor)While others may be born of low society, it is obvious that this investigator is not far removed from their bad upbringing. The investigator receives a –2 modifier to Charisma except among others of similar stature. The investigator may reduce or eliminate this status over the course of game play by expending a leveling opportunity to eliminate this Hindrance at Seasoned or any time thereafter.

Mean (Minor)This fellow is ill-tempered and disagreeable. No one really likes him, and he has trouble doing anything kind for anyone else. He must be paid for his troubles and doesn’t even accept awards graciously. Your character suffers –2 to his Charisma.

Edges:

BrawnyRequirements: Novice, Strength and Vigor d6+Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.

Player: Tyghorn

Corporal Ron “Ferret” Farnsworth

Every army unit needs someone who can whistle up essential supplies out of thin air—and Ferret Farnsworth is that someone. He’s a wiry-looking cockney who’s much tougher than he looks, cocky and always joking, and very light-fingered indeed. He’s ended up in Special Operations rather than facing court martial for appropriating army property—although he’s looking forwards to appropriating what he can behind enemy lines. He’s no hero, but he keeps a clear head when there’s violence. He can fix almost anything—and if he can’t, he can usually steal (or even make!) a replacement.Sanity: 6 Dementia: 0 Bennies 4

Appearance:

ferret is as ferret does—ron is always check-ing out his surroundings, picking things up, “accidentally” pocketing things he thinks might come in useful later. If he has a shortcoming, it’s an alarming propensity to “clank” at inappropriate moments—his pockets invariably fill up with all manner of bric-a-brac and components. he’s quite handsome, in a weasely kind of way, although he tends to clam up when put on the spot or embarrassed—he definitely does not have the gift of the gab, although that doesn’t stop him trying.

Character Sheet:

Hindrances:

Big Mouth (Minor)Loose lips sink ships, the saying goes. Your hero’s mouth could drown an armada. Your character can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.

Greedy (Minor)Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play.

Habit (Minor) - Impenetrable Cockney SlangYour warrior has an annoying and constant habit of some sort. Maybe she picks her nose, says “y’know” in every sentence, or chews gum like it’s going out of style. A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a –1 Charisma.

Habit (Minor) Light-FingeredYour warrior has an annoying and constant habit of some sort. Maybe she picks her nose, says “y’know” in every sentence, or chews gum like it’s going out of style. A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a –1 Charisma.

Edges:

McGyverRequirements: Novice, Smarts d6+, Repair d6+, Notice d8+This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations. In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.

ScavengerRequirements: Novice, LuckOnce per session the hero may “suddenly remember” that he has a much-needed piece of equipment on his person. The item must be capable of being stored in the hero’s pocket or bag (assuming he has one), and the Game Master has the final word on what can be found.

LuckRequirements: NoviceThe adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!) He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.

Player: Jufajardini

Ps: Anyone playing as Ferret must always speak like a character from Snatch (the Guy Ritchie's crime comedy movie)PPs: Just kidding.

We'll be using Savage Worlds core rules plus Realms of Cthulhu supplement ("Acthung! Cthulhu" has its own set of rules for sanity, but this one-shot was written before the setting's core book).

General Rules:

Savage Worlds uses dice types to measure attributes and skills. They can range by "d4" to "d12" and tell what dice should be rolled when a attribute or skill are being tested.

Testing attributes and skills is called a “Trait Roll”. The Target Number (TN) of a Trait Roll usually is 4. If you get 4 or higher on a roll, you are successful.

Of course circumstances can modify your roll; difficult actions can give your roll -4 penalties, for example. Every time you beat the TN by 4 or more, you get a raise. That means you did a really great job. Every 4 above the TN means a raise. If you try to climb a fence which needs a TN 4 and you roll a 12, you are successful and get two raises.

Player Characters (and some important NPCs) always makes Trait Rolls with an extra d6 called "wild dice". The higher number will be used. Also, when the highest number in a dice is rolled, the player achieved a “Ace” and can roll that dice again and add the result. But beware, in the occurrence of a "snake eyes" (when both the attribute/skill dice and the wild dice rolls 1), congratulations, you just rolled a critical failure and bad things will happen.

In Savage Worlds there are two types of character. Wild Cards and Extras. Wild Cards are the main protagonists (or antagonists) in a Savage Worlds campaign. They are heroes, villains and unique characters and because of this are tougher and have better chance at doing things (like the wild dice). Extras are more like guards, minions and lackeys. Maybe they have a personal history, family and lovers, but mostly, they aren't recurrent NPCs and most of them die like supporting characters on action movies. It sucks being an extra.

Combat is really simple. You make a Trait Roll using fighting or shooting skill with a TN equal the target’s Parry or against target’s distance and cover. If you hit, you roll the damage. If the damage beats the Toughness of the target, he is Shaken. If he was already Shaken, he gets a Wound. If he is an extra, he dies. For each raise you get, you give one more Wound to the target. Wild Cards can sustain 3 Wounds before getting incapacitated. But each wound gives a –1 penalties to every Trait Roll.

When a character is Shaken, he can’t move or attack. He is kinda distracted, confused, or simple off guard and must stay in his place in order to protect his life. He is not stunned, for he can still defend himself, it’s more like he is suppressed. Shaken characters must make a Spirit Roll on his turn. If he is successful, he is not shaken anymore. If he gets a raise, he can also act normally.

Savage Worlds give the players a little control over their hero’s fates in form of bennies. Bennies can be used mostly in 3 different ways. You can spend 1 benny to cure the Shake condition at any time and if it’s your turn you can also act normally as if you got a raise. Spending one benny, you can also re-roll a Trait Roll (damage rolls are not trait rolls). You can also make a Soak Roll spending one benny. Soak rolls are Vigor Rolls. A success and each raise reduces the number of wounds suffered from an attack by one. You must declare the Soak roll in the moment that you are wounded.

Rules about combat/encounters and anything with turns

Encounters:

Some of the rolls (mostly spirit rolls) will be made by private messages, so i can make posts already knowing the result of a action and the player can read what happened with his character (or start his post knowing the result of his roll).

Initiative in Savage Worlds use deck cards, therefore at the start of every round i'll say the order of initiative. If someone wants to (and can) do something to change the order of initiative, this person should talk to me in pvt before the round starts.

Anything combat-related that a player wants to do that is not on his turn (using bennies to soak damage, cancel the Shaken status, using a player card or something like that), the player must speak with me by pvp.

Although Savage Worlds heavily rely on grids during the combats, we'll use nothing to track precisely the position of combatants. Since it's a PbP RPG, there's no good replacement for the real life grids and miniatures. Instead, we'll use imagination and descriptions to know the surroundings of the fight and the approximated position of the fighters. Being in a World War II setting, firearms will be use most of the combats and so it's gonna essential that PCs and NPCs get into cover, if they want to survive. So, to make clear what's on the surroundings so the PCs can use it is one of my Game Master's duties.

Rules about posting and the narrative of the story

Storytelling:

Sometimes i'll let the player describe the effect of something that happened with his character (like fear, sanity loss, wounds and etc), but i think that most of the times i'll do it.

The goal is to have fun, kill some nazis and also build a story. So during the one-shot, i'll let the players post freely and let the characters interact. Conversations between players-characters are great to create a collaborative story and also for characterization of the PCs, so do it.

Outside of a battle, there's no need to all the players post something before someone can post again, nor i'll post some Game Master stuff every time all players post something.

I'll use my game-mastering when i see fit and when i see the need. That can come as soon as a unique player do something or only after sixteen player posts. Sometimes i'll inform when i'm writing a post or something like that. When that occur probably will happen something that will alter the situation.

Even though is not obliged to everyone post so one can post again, wait for your fellow players or ask by ptv if their characters will say something. But players, beware, if i feel that any of you is not interacting with the others properly, or doing nothing at all in the adventure, i'll use my game master powers and merciless smite your character.

I don't know if these "rules" will work well. During the adventure i'll see what happens and adjust my posting patterns, narrative of the story and other rules to best drive the adventure. If someone have any suggestion, reclamation or something, just tell me. I'll make a topic in the Tavern sub-forum so we can talk about the Three Kings adventure =)

The next post i'll write about what the characters know of the state of the World War II and about the Three Kings Operation.

OverviewIt’s summer, 1939, and a shadow is falling over Europe. Czechoslovakia has been invaded by the Third Reich, and the country dismembered. In its place, the Nazis have declared a “Protectorate of Bohemia and Moravia”, centered on the former capital of Prague. And yet, amidst the restive populace in the surrounding countryside, resistance is growing—led by a triumvirate of patriots known only as the “Three Kings”.

The British government, not yet at war with Nazi Germany, has received intelligence from the nascent Czechoslovak “government-in-exile” in London that a Czech priest working for the resistance in the vicinity of Prague has information about atrocities committed by the Third Reich—information which will provide priceless propaganda if war does break out. According to British intelligence, the priest—codename ANGEL—is hiding Czechoslovakian children and preventing them from being transported to Castle Karlstein, some 25 miles (appx. 40 kilometers) southwest of Prague, reportedly where the atrocities have been committed.

BriefingThree Kings Operation's setting and goals

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OrganizationsHere will be all the organization and groups known by the PCs

Section D:

“Section D” is a section of the British Secret Intelligence Service (also known as MI6 - Military Intelligence, Section VI) formed a little over a year ago in March 1938 to carry out paramilitary and covert political actions, including propaganda and sabotage, against an enemy during wartime. In 1939 and the early months of the war, Section D is based at the Metropole Hotel, on the corner of Northumberland Place and Whitehall in central London, close to the heart of the British government.

In the summer of 1939, Section D is under the com-mand of Major Lawrence Grand, and is still very much finding its way, developing its operational structures, andearning to work with its allies, and in particular helping the USA develop its own intelligence efforts.

S.S:

The Schutz-Staffel (Protection Squadron or defense corps), a major paramilitary organization under Adolf Hitler and the Nazi Party. In 1939 is under Heinrich Himmler command. Under Himmler's leadership (1929–45), it grew from a small paramilitary formation to one of the largest and most powerful organizations in the Third Reich.

Tři králové:

Three Kings was the nickname of a famous Czech anti-nazi resistance group

PersonalitiesHere i'll inform major personalities known to the PCs. Both real and fictitious.

Spoiler:

Frantisek Moravec:

A veteran of the Great War (in which he fought in the Austro-Hungarian Army) and former POW, after the war Moravec fought against the Hungarian and Slovak SovietRepublic and eventually joined military intelligence. From 1937 to 1939 he was head of Czechoslovak military intelligence in Prague.

On the evening of the 14th of March, 1939, Moravec secretly flew out of Prague’s Ruzyne Airport in a chartered KLM Douglas DC-3 with ten of his fellow intelligence officers. Tipped off by agents operating in Nazi Germany, they had received information that the German invasion and subsequent occupation of Czechoslovakia was to take place the following day. Stopping briefly at Rotterdam, their final destination was London Croydon Airport; in their possession—their most valuable files and archives, handed over to the British Secret Intelligence Service to be used against the Third Reich.

Father Andrej CERNY (Codename: Angel):

Former priest of the village of KRUPNA in the vicinity of the German-occupied castle KARLSTEIN (see map), has information concerning atrocities committed by German forces in the KARLSTEIN area.

Edvard BENES:

Former Czechoslovakia's president. Resigned when the Third Reich took his country. Now he is living in exile on England and is working with Frantisek Moravec to stabilish a resistence network in the former Czechoslovakia Republic.

Emil HACHA:

Nazi's puppet president on the new Protectorate of Bohemia and Moravia, former Czechoslovakia Republic

Konstantin VON NEURATH:

"Reichsprotektor" real administrator of the Protectorate of Bohemia and Moravia. Nazist.

Josef Mašín:

An army officer of Czechoslovakia and member of the underground resistance against the Nazis.

Václav Morávek :

Czechoslovak Brigadier General and national hero, one of best known personalities of Czech antinazi rezistance and member of famous resistance group called Three Kings. Pistol shooting champion and largely known for his motto "I believe in God and in my pistols"

Josef Balabán:

A Czechoslovakian soldier known for his involvement in the resistance movement against Nazi Germany during World War II.

Heinrich Himmler:

Reichsführer of the Schutzstaffel (SS), a military commander, and a leading member of the Nazi Party (NSDAP) of Nazi Germany.

Adolf Hitler:

Austrian-born German politician and the leader of the Nazi Party. He was chancellor and dictator of Nazi Germany.

WeaponsAll weapons owned and known to the characters.The stats of the weapons are as follow:

The Thompson submachine gun, or “Tommy Gun”, is the standard US submachine gun issued to NCOs, crewmen, and others unable to carry a standard rifle. The Thompson is the only SMG in production outside of Europe in 1939, and is quickly adopted by the major non-Axis powers at the outbreak of war. The Thompson is issued in higher numbers to US Airborne and Army Rangers to increase their firepower, and the Thompson is the preferred SMG of the British Commandos and the SAS. (12/24/48, 2d6 +1 RoF 3, Shots 50, AP 1, Auto)http://www.gunpics.net/usa/m1928a1/m19284.JPG

Browning m1911:

The M1911A1 pistol is the standard US sidearm, used by all service branches. It is issued to officers, aircrew, military police, drivers, weapon crews, tank crews, etc, and is a firm favorite of the Allied special forces. The slim profile of the pistol also allows concealment, and it is supplied in small numbers to European resistance forces.(12/24/48, 2d6+1, RoF 1, Shots 7, AP 1, Semi auto)http://bulletin.accurateshooter.com/wp-content/uploads/2010/03/model1911karash.jpg

The Lee-Enfield bolt-action, magazine-fed, repeating rifle was the main firearm used by the military forces of the British Empire and Commonwealth during the first half of the 20th century. It was the British Army's standard rifle from its official adoption in 1895.(24/48/96, 2d8, RoF 1, Shots 10, AP 1, Snapfire) http://www.rifleman.org.uk/Images/22no4Trhs.JPG

Webley .455 mk vi Service revolver :

The Webley Revolver (also known as the Webley Break-Top Revolver or Webley Self-Extracting Revolver) was, in various marks, the standard issue service pistol for the armed forces of the United Kingdom, the British Empire, and the Commonwealth since 1887.The Webley is a top-Break revolver with automatic extraction. That is, breaking the revolver open for reloading also operates the extractor. This removes the spent cartridges from the cylinder.(12/24/48, 2d6+1, RoF 1 Shots 6)http://milpas.cc/rifles/ZFiles/Pistols/Revolvers/webley_mk6.jpg

The standard US fragmentation grenade is another relic of World War One. It is a development of a French design, and nicknamed the “Pineapple” by US troops as a result of its shape. This type of grenade is also used in the M17 impact rifle grenade.(05/10/20, 3d6, Medium template)http://xbradtc.files.wordpress.com/2008/10/grenade-pinapple.jpg

EquipamentBasically military stuff that doesn't count as a weapon but can be useful (or indispensable) on the field. May or may not be used as weapon.

Entrenching tool:

Almost universally reviled as too heavy and cumbersome, entrenching tools are used to create foxholes and trenches, and thus are vital, especially if you are in the middle of an artillery bombardment. German, American, and British tools all have either a folding or separate handle. Sharpened entrenching tools can also be used as fearsome melee weapons in hand-to-hand combat.http://mantheline.com/blog/wp-content/uploads/2013/09/4746681880_15437e96c4.jpg

The constant drag of the RAF doesn't let you rest, but even if flying in this bomber wasn't so turbulent, you wouldn't anyways. The operations and the dangers that you’ll have to face makes you unquiet.

Three hours passed since you entered the Armstrong Whitworth Whitley. It was afternoon when you embarked, and now must be getting dark outside. The Armstrong is one of the twin-engine medium bombs in the service of the British Royal Air force. Usually he was used for maritime reconnaissance and towing gliders. So, transporting people behind the enemy lines is new. You heard that some Section D operatives did something like that a few months back. But still… a bomber dropping people in the enemy’s territory still doesn’t feel right. Especially when you that will need to get parachuted!

Some of you still doesn’t know why you were chosen. But hell, everyone knows that war is coming, maybe a war greater than the Great War, and you need to do your job. And maybe kick some Nazi’s ass. For some of you, this is a personal matter, for others, just something you have to do. Still, the idea of being alone in fields of the former Czechoslovakia, near a Nazi fortification, don’t sounds really appealing.

But well, in the end you gotta do the job or die trying. Czechoslovakia can’t be in German hands and someone’s need to do the dirty job. The dossier of the operation says that some really weird shit is happening in the Karlstein Castle and knowing what’s going on certainly will serve as propaganda to help rallying the people of Czechoslovakia, helping the resistance and showing the world the horrors of the Nazi Party.

Besides the always present turbulence, it was a silent travel. Every one of you was lost in your own thoughts. Sounds almost strange when the static of a radio breaks the silence.

“There’s a metal box wiv some equipmen’ somewhere down there. We had to strip da bloody rear turret so yer could jump off da plane an’ da place is really a mess, also, we got no rear gun. Well… if what I’ eard ov those Focke-Wulf isn’t no pork pies, we wouldn’t do a bloody thing in a dogfight anyway, mates.“

The message broke the daydreaming of Killarney. Looking to the sides very calmly and shaking the head, trying to drive away the laziness, he faced the speaker with his right eye, as the messed long blonde hair covered the other one. He couldn't disguise a soft smile when the annoying accented speaker talked about killing nazis.

Why Section D had selected just him to this kind of mission was still a mystery, but an order is an order and Jack just wanted to get back home, so the best he would do the sooner he would be back.

Killarney gazed to the metal box, firmly tied in the oposite side, curious about what equipment he would have, but decided to wait the first move of someone to open it. he wasn't very up to speaking with the others, and actually was anxious to jump in Czechoslovakian land to open his good old flask and have a taste of whisky.

After hearing the warning, Nathan returned from his distant stare into the beyond. His voice came from the deep, only barely breaking the monotone. "Very well. Think is about time we broke the silence and exchanged some words. Surely, I don't have a spare snipe or two to do this properly, but for those who doesn't remember it yet, name's Nathan Chance, and I'm the one designated to take the rap here. You can trust me from now on, even if for having no better options."

Noticing Killarney's gaze, Chance started walking calmly and pointed to the metal box, making a gesture for those around to arm themselves while they chatted. He was still talking. "Now, I know you wouldn't be here if you were not full aces yourselves. But profiles ain't gonna tell a thing about the people you might make the kiss off, so it would be proper for us to introduce yourselves like... Gentleman. And dame. Nathan's eyes distanced themselves from the heater box to give a slow and intense gaze to the sole girl in the group, as if making a recall. "And if something about this is not yet clear, you all can count with agent Novakova to give the low down, isn't that right, miss?

Novakova quickly responded: "Yes sir, I have some contacts inside, people from the resistance, who can provide us a huge help on our mission. Let me introduce myself for the ones who doesn't know my name. I'm agent Margareta Novakova." She was nervous, since they're landing behind the enemy lines, but also trying to remain confident about her skills, keeping a firm look. Right after that, she continued to focus on checking her gear and preparing for the jump.

Rolling his hand through his pockets, Jack couldn't find his precious flask. Must have forgotten the damned thing or maybe it fell somewhere while embarking the bomber. Probably the second option since he was always with it. A little reaction of anger passed through his face moments before he put his head between the hands:"Sergeant Jack Killarney... eager ter burst sum 'oles in nazis witcha fellas..."

Chance looked at the sergeant, with a composed smile "Your fame precedes you, Sergeant. You're plenty rugged as rumors have it, and if those are mostly true, the nazi have a thing or two to worry, should they cross our paths."

Glancing through every one of the agents, Chance proceeded, with a grim tone in his voice. "And everyone better double check them choppers. It would be unwary optimism believing you will have another chance to, once we land. The nazis are clever monsters, I would not discard the possibility they are making a run for our allies bases as we talk. So, thirty minutes from now, it needs not be told, guards up and be ready to shoot some damn nazi beasts.

((Hey guys, a little note: use one color for the entire post is usually more pleasant to read up xD We already have the "" to indicate speech, so its not like one can mistake actions from speech. Also, you can use italic as a graphic resource to indicate thinking, without needing to add 'he thought' at the end. I'll update the rules post once I get home tomorrow.

One last thing: pick different colors for each one! This make character identification faster =x))

Raxiell, i don't think there's a problem with the "he thought". Probably most ppl playing this adventure will prefer to write as close as possible to a literary style.(we can discuss that in the city square, maybe is a good discussion)

Ferret advances towards the metal box, and curiously opens it, muttering things like: "Oy, what d'ya hav'ere?"While humming some happy tunes and rummaging half-curious half-indifferently through their supplies. After a fraction, he moves a bit away, inviting others to see its contents:"Oy, ye guys aren't take a butcher's at this stuff? Ye listen me?"He searches for something in his pockets, then summons a golden coin and starts making some coin tricks with it.

When you approach the big metal box you find four identical smaller boxes one of them is already open and shows a haversack and some other objects. Outside the four box, you see a map showing the Karlstein Area, a compass, a big pair of binoculars and wire cutters.

After a few words, you open the the other three boxes and fin that they have the same content.

Ferret approaches again, saying "So is one for each o' us, ay? Me is taking this one to meself, save ye the Barney o' picking it for me." And, without waiting for replies, he picks the neatest of boxes he can sort. "Ye mind if I put me mince on this map?" Saying this, he picks the map, also.

Chance looks to the map on the ground and, crouching, points to a small village named Krudna."Our contact is here,as you may now. I'm hoping that we won't have much trouble for this part if we don't draw too much attention, but, let's face, we probably don't look like some local joe. Doing, that, comes the hard part."

Chance make his finger go north, tracing in the map the direction until castle Karlstein. "Most certainly, our investigation shall lead us around here. The problem is, there is a river and lone road to the other side, at least for some miles. Now, if they are really hiding something there, they wouldn't be such blind twit as to disregard this route, so I expect some patrols here. There is a station here, and depending on what they are using it for, they may reinforce security here too. So if it comes to it, I think our best bet shall be the river -- If we have the means to travel it. Should be no more than 100 meters wide in this narrower part"

Looking toughful, he says as if speaking to himself: "Well, we'll meet one resistance group or two, but we should not count too much on it in other aspects besides providing information. Chances are they got their hands full too."

Novakova raises her head, looking thoughtful and says: "Well sgt., the resistance is spread out and they constantly keep moving. And probably the members that are on this region have a bigger problem to worry about, since the nazis are occupying the castle, BUT they probably know about the road patrols."